thanks i was wondering why there was no mouth data on the tag. Also there is script_dialog_player and dialog_other do i choose other? also how do i recompile the sound. (sorry if I sound dumb its my first time messing around with this.)Edited by Dabouss 15x on Oct 25, 2017 at 09:47 PM

It shouldnt matter. Assuming its a custom sound, you recompile it the same way as you first did. The only difference is tool will read the current .sound file and realize its a dialog file and create mouth data.

how i originally made the sound file is using the sound converter by {TLS}Udie but when i ran it through again it made it back into a projectile_impact and no mouth data but how do you do it with tool? Update: when I used tool it gave me an error so I used tool++ and it compiled but when I try to recompile the sound it does nothing any fixes?

how i originally made the sound file is using the sound converter by {TLS}Udie but when i ran it through again it made it back into a projectile_impact and no mouth data but how do you do it with tool? Update: when I used tool it gave me an error so I used tool++ and it compiled but when I try to recompile the sound it does nothing any fixes?

Edited by Dabouss 15x on Oct 26, 2017 at 07:07 PM

Your first mistake was using a sound converter. Your second was using tool++. Use tool to compile the sound and your issues will fix itself. If you have errors, tell us what the errors are and we'll teach you how to fix them.

So I used this command in tool tool sounds sounds\characters\crewman\crewman ogg 1 and this is what it said. Importing sounds\characters\crewman\crewman thats it so I tried compiling again and then it says this.

Importing sounds\characters\crewman\crewmanfixed corrupt tag enum field (sample_rate*)the sound tag 'sounds\characters\crewman\crewman' may be corrupt. And I know that it is not corrupt so I downloaded the latest .dlls and it still didn't fix it so I watched some video tutorials but still no fix. (I also tried with other sounds but same outcome.)

It Finally compiled but there is one issue. After I have changed it to a dialog file and go to recompile it gives me this exception.

Importing sounds\characters\crewmanCompressing...Done.EAX: 0x00000000EBX: 0x01485701ECX: 0x00000000EDX: 0x00000000EDI: 0x0018F590ESI: 0x00000000EBP: 0x0018F468ESP: 0x0018F458EIP: 0x77550C52EXCEPTION halt in .\import_sounds.c,#935: sample_rate==_sound_sample_rate_22k so i changed the sample rate to 22khz but still no change same error so I tried again but still same thing on both 44khz and 22khz

UPDATE: I FIXED IT! All I had to do was export the sound from audition with 22khz instead of 44khz! Thanks to MatthewDratt And R93 Sniper for your Help!Edited by Dabouss 15x on Oct 28, 2017 at 02:28 PM

Quote: --- Original message by: sparkyA simple program can generate mouth data for your tag. It's merely the amplitude of 30 samples per second of the sound, where 0x00 is silence and 0xFF is full loudness.

Sound at 44khz is so much better sounding, it be great if someone could crack how to do it for the dialog.

Also took++ or the wrapper for hek+ are fine to use. There is another one out there that has some nice features in it too, and supports open sauce. I forget the name of the most recent GUI for tool, but I should because the creator put in some special features that supported a log of build dates and other features useful for debugging.

Generating mouth data is easy. Mouth data is simply a 30-per-second sampling of the amplitude of the sound samples... I actually did this in the past, I think, with an old Mac OS X 10.6 experimental build of Zeus.

As I said earlier, a value of 0xFF in the mouth data means maximum amplitude in the sound and the mouth at its widest open animation position. 0x00 indicates silence and the mouth fully closed.Edited by sparky on Oct 30, 2017 at 05:23 AM